TGM user guide (also cover Heboris)

Thread in 'Discussion' started by PetitPrince, 16 Nov 2007.

  1. Hey, I turned 19 yesterday. This post my birthday present for you [​IMG].



    [​IMG]
    Version 2 (18/11/07)


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    Summary

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    Color code

    Gray: Work in progress / not yet translated / not yet written / unavailable

    Blue: updated

    Red: new


    0. Foreword
    1. Tetris the Grand Master - Tetris... the what ?


    -> 1.1 Sounds fun... how can I play it ?

    2. Heboris

    -> 2.1 Installation

    -> 2.2 Vital Configuration FAQ

    -> 2.3 Options and settings description

    3. Play

    -> 3.1 Rotation systems

    -> 3.2 Game mode

    -> 3.3 What game mode/rotation system/misc setting should I use ?

    4. Links

    5. Random Rant

    -> 5.1 Input method

    -> 5.2 The_Tool usage guide

    6. Whoa, that's hard ! Do you have some tips for me ?

    -> 6.1 Know your enemy (so you can kick his butt later)

    -> 6.2 Tips and tricks: General and sub-20G (0-300)

    -> 6.3 Tips and tricks: Nearing 20G (300-500)
    -> 6.4 Tips and tricks: Advanced and 20G stuff (500+)

    -> 6.5 Meta-game


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    0. Foreword

    =========================================

    This document is intended both as a newbie guide to TGM and as a repository of useful tricks and strategies related to TGM (originally written in french, but adapted to TC). Sorry SRS lover, your princess is in another castle !


    There are many technical terms throughout this guide, and newcomers might be confused by sentences such as "In order to beat Torikan in TAP Death, proper usage of DAS, wallkicks and a good knowledge of ARS is requiered". I encourage them to consult tetriswiki glossary and TGM legend.


    I use The_Tool for all those fancy gifs. Thanks, jago !


    If you want to contribute, or have a remark, please don't hesitate to reply to this topic !


    Please also note that English is not my primary language. Feel free to correct any typo, bizarre construction or undecipherable sentences.


    I'd also like to thanks everyone who's posting of the forum. I learn something everyday [​IMG] .


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    1. Tetris the Grand Master - Tetris the... what ?

    =========================================


    Tetris the Grand Master (TGM) is an arcade game series developed by Arika and built around the very popular game created by Alexei Pajitnov, Tetris. This is a hardcore game for passionate gamer. Good games last from 7 to 15 minutes. I've written an article on it. For those more interested in Tetris history, I heavily recommend it. Trivia: the famous "Tetris Japan Finals" and "TGM 3 Tetris Arika !!! Invisible Tetris" are respectively from TGM2+ (Death Mode) and TGM3 (Master Mode).


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    1.1 Sounds fun... how can I play it ?

    ------------------------------------------

    Being arcade games, TGM is not easily playable by legal means.


    One can seek an emulation solution: TGM1 is perfectly playable with MAME or ZinC (I would recommend ZinC, because it hasn't that annoying [but fixable] sound bug]).. TGM2 is perfectly playable, but Arika asked the MAME team to withdraw TGM2 support from MAME. Essentially, to find that old version of mame (0.99u4) is to dig into the thick abyss of the Chinese Internet. Please don't ask me where to get roms or emulators: I'm sure your google-fu is not that bad.


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    2. Heboris

    =========================================

    Another solution is to look for unofficial clones. Heboris U.E. is one of them, and arguably one of the best (if not THE best). "U.E." stands for "Unofficial Expansion". It is a mod from the original Heboris, which was already a decent TGM2 clone. It brings more rotations rules and simulations, prettier graphics and a puzzle mode (ripped from TGM3). You can easily simulate TGM1, 2 or 3, and the only thing you'll miss is an authentic score system (TGM3 score system have not yet been fully described).


    Because of an obscure affair relating to the withdrawal of Heboris videos on Youtube and Nicovideo by Arika, Heboris and its Expansion are no longer available. I still host the relevant files (original binaries and expansion).


    About Hebris U.E. legal status: it's in the gray line. I'll keep hosting it until someone tel me not to do so. After all, there's no better introduction to a game, especially Tetris, than to play them.


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    2.1 Installation

    ------------------------------------------

    If you downloaded the file from me, you just have to unzip the file on the same folder (hebo160a.zip first, then hebo0562.zip - overwrite all), then run it (HEBORIS.EXE). That's a windows program, and it can runs on Wine if you're a Linux user. There was once an SDL version for Mac lovers, but can't find it :s .


    Default keys


    zsxc movement (???? respectively) and cursor movement (in the menu)

    b counter-clockwise rotation (confirmation in the menu)

    n clockwise rotation (cancel in the menu)

    m hold

    space bar alt counter-clockwise rotation

    escape quit



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    2.2 Vital Configuration FAQ

    ------------------------------------------


    How can I change the default resolution ?

    Go to Settings. Note that it is known to causes some instability (it works flawlessly at 1024x768 (windowed) with my gaming rig but crashes with my older PC).


    How can I change the default controls ?

    Go to Settings > Input. Joystick/gamepad buttons can also be mapped. Sadly, the default keys for movement are bound to X/Y-axis and cannot be mapped. If your stick or gamepad don't have such things (such as my VSHG), or if you want digital button to be mapped for movement, this problem can be circumvented by using Joy2Key


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    2.3 Options and settings description
    ------------------------------------------



    A view of Heboris config menus


    The configs menus of Heboris are a bit messy: there are options everywhere, dispatched in two (!) menu without any logic of sorting. Checkboxes are in Japanese format: "X" stands for "No/Desactivated", "O" stands for "Yes/Activated".


    [I'll try to describe each options and what it does... someday... later.]


    =========================================

    3. Play

    =========================================

    ------------------------------------------

    3.1 Rotation systems

    ------------------------------------------

    When you first select "Solo mode", you'll be prompted to select your rotation system.


    HEBORIS is the original TGM/TAP rotation system.


    TI-ARS correspond to the "Classic" mode from TGM3. It is very close to and easier than Heboris, due to permissive floorkicks.

    TI-WORLD correspond the "World" mode from TGM3. It is an implementation of SRS.


    ACE-SRS correspond to the original default rotation system from TGM-ACE.

    ACE-ARS and ACE-ARS2 correspond to ARS and ARS2 mode from TGM-ACE. Both of them are frankensteinen mixes of SRS rotation and TGM rotation.


    DS-WORLD correspond to the SRS compliant rules of Tetris DS. Except you don't have this annoying Mario music.


    D.R.S is an experimental rotation system from another Tetris clone (DTET). I don't know its specification.


    SRS-X is an experimental rotation system made from fans of SRS. Features zangi-moves and no Infinity behaviour.


    You'll want to stick with HEBORIS and TI-ARS for now.


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    3.2 Game mode

    ------------------------------------------

    Then you'll have a whole bunch of game mode to choose. Note that you can tune them with the left and right movement button.


    Beginner SC/TA

    The "Normal" and "Easy" mode from TAP and TGM3 respectively.


    Master #G1/#G2/#G3/#G4

    The default and Master mode from TGM1, TAP and TGM3. #G1 clones TGM, #G3 clones TAP, so does #G2 but with a different ranking system. I think they #G2 show the internal grade (see below), whereas #G3 don't. #G4 tries* to clone TGM3.


    20G #G1/#G2/#G3/#G4

    The same Master game mode but with 20G cheat activated.


    Devil Doom/Minus

    The "Shirase" and "T.A. Death" mode from TGM3 and TAP respectively. No for the faint of heart nor for the beginners.


    Tomoyo FP/TI/EH/TGT/Edit/

    The puzzle (or Sakura**) mode from Flashpoint, TGM3, Tetris with Card Captor Sakura, TGM ACE, and an edit mode, respectively.


    There's also others mode from TGM ACE and others game, but I don't know/don't want to know what they are.


    * TGM3 ranking system is not completely described. You only have an approximation.

    ** lolzor, pun.


    ------------------------------------------

    3.3 What game mode/rotation system/misc setting should I use ?

    ------------------------------------------


    For a TGM experience, deactivate Sonic Drop (Setting > Sonic Drop set to "X") and Hold (Option > Hold set to "Disable" )and set the number of preview to 1 (Setting > Next Display set to "1") then use HEBORIS, and Master #G1.


    For a TAP Master experience, activate Sonic Drop (Setting > Sonic Drop set to "O"), desactivate Hold (Option > Hold set to "Disable" )and set the number of preview to 1 (Setting > Next Display set to "1") then use HEBORIS, and Master-#G3.

    For a TAP Death experience, activate Sonic Drop (Setting > Sonic Drop set to "O"), desactivate Hold (Option > Hold set to "Disable" )and set the number of preview to 1 (Setting > Next Display set to "1") then use HEBORIS, and Devil-Minus.


    For a TGM3 Master experience, use the default option, then use TI-ARS, and Master-#G4.

    For a TGM3 Shirase experience, use the default option, then use TI-ARS, and Devil-Doom.


    =========================================

    4. Links

    =========================================

    Web

    - Tetrisconcept

    -> Forum

    Chances are, you are reading this guide from there. Duh.

    -> Wiki

    While pretty messy and not beginner friendly, this is a genuine gold mine for Tetris information.


    - ??????????

    A old but still very good TGM guide. Sadly, it's in japanese. But the image and animation are very instructive.


    - Youtube

    Surprised to see youtube in the link section ? There's ton, *tons* of good player's performance recorded in it. Try with these following keywords: "TGM", "Tetris", "Death Mode", "TAP".
     
  2. =========================================



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    For an optimal game experience, play with an arcade stick, preferably with a 4-way restiction plate. TGM are arcade game, after all.


    Don't chose a cheap stick, because they generally got inferior grade part. Aim for a stick with Sanwa or Seimitsu parts in it. Most of the time, it is the very same stick that is used in the arcade cabinets. They can withstand years of abuse by frenetic gamers, they *should* last long enough for you, except if you're called Hulk. Also, cheap sticks usually means cheap plastic.


    I play with Sega's (VSHG). It has been built for PS3, but since nowadays consoles use the convenient USB standard, I was able to plug it into my WinXP PC. And it worked flawlessly [​IMG] . This stick use Sanwa's JLF-TP-8Y stick. What is cool with JLF-TP-8Y is that it can be easily modified from a 8-way stick into a 4-way one, without anything else than the right screwdrivers. So in the end, you can both enjoy Street Fighter *and* TGM. It is a big (~35x22x5 cm) and heavy (I'd say around 3 kg, thanks to the metal plate at the back). Its black coat, dark-gray and yellow buttons and those big round screws make me feel like I'm in front of a luxury object. The only drawback is that the rebound of the stick is sometime too strong, and thus activates the opposing switch. That can be a problem, but a more calm playstyle should correct it.







    I was able to try the Real Arcade Pro (RAP) for PS2 from Hori. While it also have a JLF-TP-8Y, I felt that it was less stiff than my VSHG. Wheter it is a good or bad thing is up to the player. colour_thief like it, I don't. It's a *huge* stick, even bigger than the VSHG, and the front shiny aluminium plate makes it look like a juggernaut. I sometime got confused by the button layout (2x4 for the RAP vs. 2x3 for the VSHG), but that's not a big issue. And its button are not as beautiful as my VSHG (seriously, ?)







    I was also able to try the Tekken 4 Stick for PS2, also from Hori. While the RAP was less stiff than my stick, this one is a lot more. That result in a more nervous playstyle. Again, how stiff you want your stick is up to you.


    [​IMG]

    Those who doesn't have enough money to buy a real stick... can play with whatever they want. After all, chances are that you won't be *that* hooked by TGM, the fighting or arcade games. I can handle pretty well with a keyboard or a gamepad. I made up to S3 in TGM1 with the analog stick of a Saitek P990 gamepad. I even know a Gm grade player who regularly play with a pad. The only requirement of those alternative input method is to be able to be very responsive. An analog stick is not a good choice. And if you are a crazy genius (or an biotechnology engineer) and know how to plug the brain directly on USB, I'm interested.


    [​IMG][​IMG]
     
  3. =========================================



    =========================================

    Sure ! Please note that while I use words like "should", "must" and imperative tense, ultimately it's up to use these techniques or not. I'm not an uber l33t Gm player, but I think I give good advices.


    ------------------------------------------



    ------------------------------------------

    Sun Tzu once said: He will win who knows his enemy. That's also true for TGM. A good knowledge of the game mechanics helps a bunch.




    [​IMG]
    Each time a tetramino locks, the level counter is incremented by one, and there's a bonus given when clearing lines. A line must be cleared in order to go over hundreds (99->100, 199->200, 299->300 etc..)




    There's four directions and three (four in TGM3) buttons. The latter are called A, B, C and D (or H)






    [​IMG][​IMG]
    Right after the landing of a piece, you got few frames where you can still move the piece. The amount of frame available depends on the level, but you usually got enough time to act, if you don't panic.


    The "speed" of the game is set by several factors:

    1. Gravity (how fast a tetramino falls)

    2. Lock delay

    3. ARE

    4. Sometimes the line clear animation.


    In Master mode, gravity increases up to level 200, where it suddenly drops. Then it almost continually increases until it reaches level 500, where the maximum speed (20G) is reached. In TGM2 and 3, there's yet another speed increment at level 700, 800 and 900 (ARE time decreases along with lock delay at level 900). I won't talk about Death mode for now, I'm not good enough ^^ (but you can search on tetriswiki or on the forum).


    [​IMG]






    Even though it isn't as predictable as TDS randomizer, it's good to know how TGM randomizer works.


    1. The randomizer maintains a history of the 4 most recent given pieces.

    2. Every time it needs to generate a piece, it will impartially choose one of the 7 pieces.

    3. The randomizer checks if this chosen piece is found in the history. If it isn't, this piece is given. If it is, it picks one of the 7 pieces randomly again. If after a certain number of attempts (4 for TGM, 6 for its sequels), it still does not succeed at finding a piece outside the history, it settles for this recently given piece.


    Now, it's good to know all that fancy theory, but how should we use them ? It's simple: don't expect a given piece to be distributed for at least 4 other pieces.





    [​IMG][​IMG][​IMG]


    Because it wouldn't be a fun game without something to strut about, Arika set up a grade system. Like many japanese martial art, you begin at grade (kyu) 9, then you got grade 8, 7 , 6, 5 etc... up to grade 1. Then there's S1, S2, S3... S9, then Gm.

    There's some conditions to get Gm grade though.


    The grade recognition system differs depending on the game.


    On TGM1, you grade simply by gaining enough points. To get a Gm, you must finish the game under a certain time.


    On TGM2, Death mode, it's survival+time attack: if you can go over level 500 under 3:25, you are M. If you can finish it, you are Gm.


    In TGM2 Master mode, that's a little bit more complicated. In a nutshell, for each grade the player must score 100 internal points. The subtlety is that there's a point decay. If you want more details, well...



    ... but c_t is exaggerating a little bit here [​IMG], there is a chart here. But his idea is right: don't try to optimize your game with this chart, just try to play faster and to make more tetrises.




    [​IMG]

    In TGM2, medals are awarded for particular actions. That doesn't count toward the final score.


    - AC (All clear): Bronze for one bravo, silver for two, gold for three.

    - RO (Rotation): At level 300, 700, or 999, the number of rotations per tetromino was at least 6/5.

    - ST (Section time): Bronze or silver for approaching the machine's section time record; gold for beating it.

    - SK (Skill): Lots of 4-line clears. In Master: 10 awards bronze, 20 awards silver, 35 awards gold. In Death: 5 awards bronze, 10 awards silver, 17 awards gold.

    - RE (Recovery): Have 150 or more blocks in the playfield, then clear enough lines that 70 or fewer blocks remain.

    - CO (Combo): Clear lines with consecutive tetrominoes (double or higher needed). 4 awards bronze, 5 awards silver and 7 awards gold. Note: Single line clears keep the current combo active, but do not add to it.


    ------------------------------------------



    ------------------------------------------



    Holes and mistakes are bound to happen. Even an A.I. will make hole. The art of Tetris is to minimize its damage and its rate of appearance.

    [​IMG]




    You should stack flat, but not to much. A rule of thumb is to determine which position gives the most opportunity to the other pieces. Getting the right feeling takes times..


    Corollary: if there's a place when only one tetramino could fit cleanly, . That sounds logical -it is-, but in the heat of the game, even I make this mistake.





    There's a little trick that one can do with a stick in order to save some time: zangi-moves (the name really come from Zangief). There's nothing very special about it, but it is just a very convenient manipulation to use.


    [​IMG]




    You must have a right oriented game. That means:

    .

    Because the I piece has asymmetrical rotations, it is easier to place it in a well on the right than on the left. It is less a problem in TGM3 due to floorkicks, but it's a little easier to place them at the right. Note that I know a ninja who makes Gm grade score with a left well. But it's a ninja.


    [​IMG]



    Some more experienced player than me urges me to say that it's a lot easier to clean a stack when the garbage are at the right.





    Always finish your game, even if you got an awful start. By cleaning really ugly playfields , you are learning how to clean really ugly playfield (when your just don't have the time to think).





    Holes in the middle column are really, really, shitty to repair. Avoid them at all costs.

    ------------------------------------------



    ------------------------------------------



    The speed is becoming significantly greater than your Gameboy experience. Keep cool, stay zen and focused ! To panic means to put piece in position than hinders you even more.





    While nearing 20G, the movement palette is constantly shrinking. You must know what movement is sustainable and what movement is not an option.





    The DAS is very useful to send a tetramino at the edge of the playfield. Tap-tap-tap are far less efficient. You must optimize your mouvement, by pressing the least buttons possible. Time saved on piece manipulation is time available to think about the piece position.





    It's a good idea to start piling the tetramino at the center of the playfield, because your pieces will naturally fall on the border of the playfield, enabling you to get a few additional microseconds to think. I t is also much more easier let the I falls in the well.





    The I piece is at the same time your worst friend and your best enemy. Or the opposite, I don't remember. Anyway, what I want you to know is that while making Tetris is always a good thing, placing the I in a correct fashion is more tricky, especially in an high speed environment. You *must* know how the I behave, and where you can rotate it and where you can't. Far too many times I stupidly covered my well because I haven't though of how it rotates.

    Fortunately, it's not that hard to remembers it rotations.


    You see, unlike others tetraminos, the I piece got only two states. flat and upright. That makes the reflexion much more easy to do.


    [​IMG]

    Because its rotation is asymmetrical, the "center" of the piece is in the third bloc. So, in order to determine whetever a rotation is possible of not, you only have to check if the third column is free or not.


    ^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~^





    Let's say we got a well at the right of the playfield, and that we have a flat I for some reason. Is it possible to put it at the bottom of the well ? Well, if you made a funnel, yes. Let's study that case with images.


    Here, it doesn't work.


    [​IMG][​IMG]

    But, if there's two free cells in the third column, it works.


    [​IMG][​IMG]

    I rotations are asymmetrical.


    [​IMG][​IMG]

    V~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~V





    Let me repeat the title: the I is not a joker, and its distribution won't magically solve all your problem. That's not Tetris DS: unlike it, TGM have a very restrictive regarding the pieces movements. While in TDS a star bonus is a blessing (providing you didn't made too much holes), I pieces in TGM can doom you.


    ^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~^


    Case study - Non-optimal I placement


    Here's a stack


    [​IMG]

    Usually, most people would do that.


    [​IMG]

    At low gravity, that's a valid move. But at high speed, I wouldn't recommend it. What would happen is the next piece were a Z ?


    [​IMG]

    You potentially got a hole in the center, which is bad. Ok, that's not the end of the world. But note that the stack is exceptionally clean, and sometime an easy correction isn't possible.


    I would put it slightly to the left


    [​IMG]

    It leaves the game very open.


    V~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~V





    In case of difficult distribution, where you are forced to create a hole or a semi-hole, mastering overhangs comes in handy. Overhangs are not so bad places that can easily be filled with other pieces. Even if you played Tetris Game Boy a lot, you probably don't have this skill, because it extensively uses lock delay.


    ^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~^


    Case study - Some overhangs


    Here's a stack with a problematic distribution


    [​IMG]

    Wherever you place that S, you end up with a (semi-)hole. Now, there's several way to correct it.


    [​IMG]
    I like that one. It's a convenient place to put that piece, and that can be filled with a T, a L or a J. But if you want to pyramidize a little more, placing it on the central masta is also viable (mastaba, pyramid.... ok, that was a terrible one, sorry).


    [​IMG][​IMG][​IMG][​IMG]

    Of course, choosing the right place depends on several factors: the speed and height of the game, the style of playing and the mood of the player, the next pieces, the zodiac sign of the player, a Jupiter-Mars-Venus alignement...


    V~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~V





    T-spins aren't as important as in TDS, but they are nonetheless quite useful. What is a T-spin ? That's a T rotation that fills normally unfillable semi-holes.

    [​IMG]http://bsixcentdouze.free.fr/tc/tspin2.gif



    ------------------------------------------



    ------------------------------------------




    The movement palette in 20G is very, very reduced. And that makes pyramiding harder, because you can get stuck because of a hole.


    [​IMG]

    A good pyramid should leave the player a possibility to place his pieces wherever he wants.


    (note that in this case, while the T is definitively stuck, you can still put the L to the left with IRS


    [​IMG]

    )





    Wallkicks are gameplay elements that really open the game. The theory is as it follows: if a rotation is normally impossible, the game tries to nudge the piece one cell to the right, and then to the left if it fails to the right, and then fails if it fails to the left.


    [​IMG]

    Now, the theory may seems dead simple, but some applications are really counter-intuitive.


    ^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~^


    Case study - that tricky L wallkick


    You got an L, and you want to place it as it follows

    [​IMG][​IMG]

    Yup, it is possible:


    [​IMG]

    Instant replay with slow-motion:

    [​IMG][​IMG]

    V~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~V


    Please note that it some others wallkick aren't has counter-intuitive as that L wallkick, but still...


    [​IMG][​IMG][​IMG][​IMG]




    This is where Tetris looks more like a fighting game than a puzzle game.


    ^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~^


    Case study - I synchro


    You want to get that I from here to there.


    [​IMG][​IMG]

    That seems impossible, doesn't it.


    [​IMG]

    But while it is a nasty move indeed, it is possible.


    [​IMG]

    But you need a good understanding of the game internals to do it:


    Each frame, it reads the players input, then process it accordingly, then draw the frame. The trick is that rotation and horizontal movement is processed . So in order to jump that hole, you need to press joystick (movement) and the button (rotation) at the same time.


    Let's review that particular move more in details:


    [​IMG]

    Frame 1: Initial situation

    Frame 2: Time to do some synchros...

    Frame 3, 4 and 5: The movement and rotation are pressed at the same time (these frame are not rendered)

    Frame 6: omg, it jumped !

    Frame 7, 8: that happens when you don't have the good timing.


    V~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~V


    But while these kind of move are possible, they are seldom used. Why ? Because you need a 1 frame precision, or in others words, a precision of a 1/60th of a second ! Even the most elite Guilty Gear player got more than that to react !


    Now it still possible to use synchro in a normal game. You just need to use it in conjunction with DAS. Because DAS (when charged) sends a movement input every frame, what you need to do is to just press the rotation button.


    [​IMG][​IMG][​IMG][​IMG]
     
  4. More to come of course (this week-end I think).
     
  5. DIGITAL

    DIGITAL Unregistered

    Just a few mistakes I noticed.


    G1 corresponds to TGM but there is a minor inconsistency.
    G2 corresponds to Ti Master with a low speedup.
    G3 corresponds to TAP Master but there are a lot of inaccuracies.
    G4 corresponds to Ti Master with a high speedup.
    Ti-ARS should be the rotation rather than Heboris.
     
  6. jujube

    jujube Unregistered

    i would also add that it's MUCH faster than TDS. it should be called DS-HELL.
     
  7. ei

    ei

    I've found that G2 seems to be more of an extended TAP Master--there's more grade levels, but they're much easier to get. I believe G4 has the "section cools adding to grade" basings to it like TI does, with a G3-like TAP system underlying as c_t found.

    [/quote]

    Don't forget to mention TI-World as well.


    Also, perhaps it's worth mentioning that Linux users can also run the Heboris binary using Wine 0.9.48 or later. You can never go wrong with including a larger audience. =P


    ~EI
     
  8. DIGITAL

    DIGITAL Unregistered


    G2's speed starts increasing after 500 depending on your performance while G3's speed remains static. G3's speed is still faster than G2's highest speed though.
     
  9. Amnesia

    Amnesia Piece of Cake

    PPfff !! [​IMG]
    impressive..I think we sould make this data perfectely accurate and completed to edit an official encyclopedy of Tetris..

    Bonne anniversaire..
     
  10. It incrteases in speed from 200 upto 400, then slows down slightly in the 4xx section, before hitting 20G at 500.
     
  11. Nice guide so far PetitPrince. Something like this written in English was long overdue.


    Thought it might be worth pointing out that in ZiNc the sound works absolutely fine for TGM. Generally, anyone trying to emulate TGM1 should play it on ZiNc, because it has less bugs and runs more smoothly.
     
  12. Hey, great writeup. Just a few corrections/notes:


    2.1: The default controls would be zsxc, not ysxc. Well, at least on an English keyboard, that is.


    3.2: Tomoyo TGT simulates the Target mode of TGM ACE. It shares a lot of the puzzles with TGM3 Sakura, but has a non-fixed piece sequence that cannot be manually cycled.


    5.1: Hori removed the shiny finish and also changed the stick/button color to red in the later Real Arcade Pro 2 and 3 models. They still have 2x4 buttons, but the placement got a slight tweak to make them closer to authentic arcade layouts. RAP3 is USB-based so it may be more convenient than a PS2 stick plus a converter.


    btw, how about putting this on the wiki? That way, people who notice errors can make corrections themselves.
     

  13. This isn't true. The speed decreases again in the 400's. It's just not particularly noticeable.
     
  14. Updated

    ~ 1.1 ZinC and that sound bug

    ~ 2.1 Linux, Mac version infos / syxc is qwertz, szxc is qwerty

    ~ 3.2 So TGT is TGM Ace...

    ~ 3.3 Hebo -> TI-ARS

    + 6.1 Edo's graph

    + 6.3 Finished translating what I had to say

    + 6.4 ditto


    Oh yeah, good idea. But I don't know if the very personal style of this guide would fit the wiki. I could make a better page setting though.

    But I still want this post visible on the forum for the newbies (I think they visit the forum first)... Should we make another sticky ?
     
  15. One little note about synchros: Your picture is perfect, but saying "at the same time" might confuse the reader. It is processed on the same frame, but the game must process things one at a time. It processes rotation, then horizontal movement, then gravity. Maybe just a simple individual explanation for frames 3, 4, 5 would be enough.
     
  16. Zaphod77

    Zaphod77 Resident Misinformer

    Note that in TGM-3 (and the "ti-ars") the i piece can wall and floorkick. this makes it a LOT easier to place. The synchro is NOT needed to get the piece ot the left in this case, the i piece will floorkick, and then can be scooted over. However, there's a limit of 1 floorkick per piece.
     
  17. DIGITAL

    DIGITAL Unregistered

    Yeah, that's true. You have to note that the article is heavily biased towards TAP ARS at the moment. Feel free to add more info and corrections as the article is nowhere near completion.
     

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